The WoW Factor: A Virtual Ethnographic Study of Sacred Things and Rituals in World of Warcraft.
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Authors: | Sapach, Sonja C. | Abstract: | This paper describes the method of complete participant observation-style virtual ethnography and how it was used to study sacred objects and rituals in the virtual world of Azeroth, from the massively multiplayer online role-playing game (MMORPG) World of Warcraft (WoW). Drawing heavily from the work of Hine (2000), Gold (1958), and Durkheim (1912), and utilizing a case study of the author's MA thesis titled The WoW Factor: The Development of Social Solidarity in Azeroth, this paper provides a detailed description of the unique challenges that a researcher must overcome when planning, and carrying out, an ethnographic study in an MMORPG. Key topics of discussion include: ethical considerations and concerns, recording observations through the use of video-capture and screen-shots, the importance of maintaining the proper balance between being an 'insider' and an 'outsider', and spatial and temporal displacement between the virtual and the real. |
Keywords: | virtual ethnography; World of Warcraft; social solidarity; MMORPG; gamevironments | Issue Date: | 2015 | Journal/Edited collection: | gamevironments | Start page: | 1 | End page: | 24 | Volume: | 2 | Pages: | 24 | Type: | Artikel/Aufsatz | Secondary publication: | no | URN: | urn:nbn:de:gbv:46-00104728-17 | Institution: | Universität Bremen | Faculty: | Fachbereich 09: Kulturwissenschaften (FB 09) | Institute: | Institut für Religionswissenschaft und Religionspädagogik |
Appears in Collections: | Forschungsdokumente |
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